Hey Steven, thanks for the advice and example! It helped me solve the problem of the decal being added to the surface texture.
However I have some questions regarding some further settings. I have several decals which will be fading in and out of tranparency during the course of the animation.
The problem that I am having now is that there are areas of the decal that are dark (not quite black) that are to varing degrees transparent as well. However I just want pixels or areas with RGB values of not (0, 0, 0) to fade in to opaqueness and all areas with RGB values of (0, 0, 0) to remain transparent.
Any help is duly appreciated.
Sealth
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Technical Discussion » layered (animated) textures
- Sealth
- 50 posts
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Technical Discussion » layered (animated) textures
- Sealth
- 50 posts
- Offline
hello everyone. Wondering if someone can point me in the right direction once again. Here is my problem:
1. I would like to add a surface texture to a geometry, lets say a grid.
2. I would also like to add a decal on top of the surface texture.
ok, I know that that should not be very difficult however I seem to be having some trouble making it work. I have read some differing opinions here in the forum re: whether to use vex to make your own custom shader, or using layers to create the same effect. Here's my worry:
3. I would like to animate the transparency for the decal so that it can slowly fade in/fade out.
4. I would also need to use an alpha on the decal to create transparency in certain parts ofthe decal so that the surface texture will show through.
If anyone can give me a tip on how to do this it would be awesome.
thx for your time.
Sealth
1. I would like to add a surface texture to a geometry, lets say a grid.
2. I would also like to add a decal on top of the surface texture.
ok, I know that that should not be very difficult however I seem to be having some trouble making it work. I have read some differing opinions here in the forum re: whether to use vex to make your own custom shader, or using layers to create the same effect. Here's my worry:
3. I would like to animate the transparency for the decal so that it can slowly fade in/fade out.
4. I would also need to use an alpha on the decal to create transparency in certain parts ofthe decal so that the surface texture will show through.
If anyone can give me a tip on how to do this it would be awesome.
thx for your time.
Sealth
Houdini Lounge » I'm selling my Houdini 101 Gnomon DVD
- Sealth
- 50 posts
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Hey man, yeah I'm definitely interested. I already know that Houdini IS for me and was just about to search for the Gnomon site. Figured I'd do a quick search on this site first. Shoot me a reply if you still have it and will ship it to Taiwan.
Cheers.
Cheers.
Technical Discussion » mocap problems
- Sealth
- 50 posts
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HAHAHA! Ok got it to work - however, instead of using the textport command “boneconvert” I first went into bones (using the operator toolbar above the textport) and then ran the script file (motioncapturefile.cmd). The bones came in beautifully… still have to rig it to the character, but progress.
Houdini community rocks! Thx guys.
Houdini community rocks! Thx guys.
Technical Discussion » mocap problems
- Sealth
- 50 posts
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Hello everyone, I'm a newbie here (relatively anyways), wondering if anyone could give me some help with mocap stuff. I have mocap data I would like to bring in to Houdini. I have run mcbiovision on it and gotten the *.bclip and *.cmd files. However when I followed a fellow poster writing
I'm not sure exactly what they mean by “export” I know how to add a file operator, but how do you export from the file operator? And what do you export to….
Any help would be appreciated.
yjyoung
Lurker
I have not much experimented with mcbiovision yet but basically what I did was just run it get .cmd and bclip files. Once you have those files, run Houdini and you can either open text port and run “source” command to run the script file(eg, ->source run.cmd) or go to file and select “Run Script” then select your .cmd file. After you run the script, go to chop then add a file operator then open your .bclip file then export. now all the bones should be mapped to channels you brought from .bclip file.
I'm not sure exactly what they mean by “export” I know how to add a file operator, but how do you export from the file operator? And what do you export to….
Any help would be appreciated.
Technical Discussion » reading and writing to a file from Houdini
- Sealth
- 50 posts
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hello everybody, I am a relatively new user to houdini and was wondering if it is possible to read/write values (x, y, z translation values for example)from a file? If anyone knows or could suggest a way to do this I would be very grateful.
-Sealth
~the most important things in life aren't things~
-Sealth
~the most important things in life aren't things~
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